<?php
/**
 * <https://y.st./>
 * Copyright © 2019 Alex Yst <mailto:copyright@y.st>
 * 
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <https://www.gnu.org./licenses/>.
**/

$xhtml = array(
	'<{title}>' => 'Grinding stats while I work on coursework',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<img src="/img/CC_BY-SA_4.0/y.st./weblog/2019/07/13.jpg" alt="A gap between buildings" class="framed-centred-image" width="800" height="480"/>
<section id="diet">
	<h2>Dietary intake</h2>
	<p>
		For breakfast, I had 62 grams of cereal and 159 grams of soy milk.
		For lunch, I had a 391-gram smoothie.
		For dinner, I had a veggie patty sandwich with tapioca cheese, a pickle, ketchup, and mustard.
	</p>
</section>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			Like you said, the details these maps add to a model is completely fake.
			No actual details are added to the model, and in the case of bump maps, you&apos;re basically instead adding detail to the texture, which is what makes viewing angle so important.
			If I understand correctly, anything you could do with a bump map, you could also do with a texture, it&apos;d just be much harder.
			Normal maps are a bit more complicated, so they&apos;re actually separate from texture concepts, but as you said, they still don&apos;t add any details to your mesh.
			The mesh retains its original shape, but our perception of the model&apos;s shape changes.
		</p>
	</blockquote>
</section>
<section id="Minetest">
	<h2>Minetest</h2>
	<img src="/img/CC_BY-SA_3.0/minetest.net./weblog/2019/07/13.png" alt="Gravel and coal in a cave" class="framed-centred-image" width="1024" height="600"/>
	<p>
		I don&apos;t know what the deal is with flowing water, but it&apos;s been acting very janky.
		I noticed a couple days ago when I was trying to clear a hole through the lava.
		I couldn&apos;t get it to flow into certain columns, even with a nice slope to keep refreshing the range.
		I&apos;m not sure if this is a new feature that prevents water from flowing endlessly downhill - maybe to reduce the number of block updates needed - or if it&apos;s some sort of bug I&apos;ve encountered, but it was mildly annoying when I first encountered it.
		I finally gave up trying to cool the lave at the sides of my tunnel though, as at least the lave directly in the way was cleared.
		Today though, it badly hindered my progress.
		Some lava had flowed into where I was working after I&apos;d dug a mineral out of the wall, and it had flooded the small chamber I was in, preventing me form getting the other minerals and the gravel patch I was trying to haul out with me.
		No matter what I did though, I couldn&apos;t get the water to flow in and block the lave flow so I could slowly push it back.
		I assumed the lava was just quicker to flow into the node because of its position (as apparently, that sort of thing is deterministic, as I found with spreading dirt types), so I tried attacking the lave higher up.
		If I could cool the sources, the flowing lava should disappear.
		However, the water refused to get close enough to the sources.
		I couldn&apos;t figure out what to do about it.
	</p>
	<p>
		After a bit, I remembered that snow blocks cool lava too.
		&apos;Cause y&apos;know, snow is somehow so much colder than lava is hot, yet you can touch the snow without freezing and can&apos;t touch the lava without burning.
		It makes so much sense.
		But anyway, I&apos;ve now cleared the water out of my mineshaft because I don&apos;t need it any more, at least for now.
		Water&apos;s pretty much the only way to go, when the lava is below you in a cave and you&apos;ve just tunnelled in through the ceiling, but for other jobs, the snow is more precise and easier to position.
	</p>
	<p>
		After getting a copper level-up, I started grinding for coal and tin, which were close to levelling up already, and brought them within one point of level-up.
		I started working on coursework, which was mainly just watching tutorial videos today, and as I watched, I stacked sandstone, gravel, and pine needles in the mineshaft and digging those back up.
		Tomorrow, I&apos;m holing to get all five level-ups on-screen at once.
		That should be fun.
		After that, I&apos;ll continue grinding down my sandstone, gravel, and pine needles as I watch more of these tutorial videos.
		In particular though, I need to grind down the sandstone.
		It&apos;s taking up way too much space in my chests.
		With the gravel and the pine needles, grinding those down won&apos;t save me any space, so they&apos;re of lesser importance for the time being.
		Still, gravel is useless to me, so I might as well get that ground down so I can be done with it.
		Pine needles are useful as a node I can place down to navigate places and pick back up quickly when I&apos;m done.
		Sandstone is useful as a node I can place and dig back up when I&apos;m working near lava, as it won&apos;t burn like pine needles will, but it&apos;s also less convenient to mine back up when I&apos;m done.
		Additionally, as I said, it&apos;s taking up too much space in my chests and I can fix that by sifting through it now.
	</p>
</section>
END
);
